From 89b8ffa013c10db57be14fbdd59757c08c243e18 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 23 Feb 2026 17:35:48 +0000 Subject: Tidy the preFrame logic into a single function in SceneRenderer Clients now just call that one helper and SceneProvider passes in all the renderables. --- test/test-geoData.cpp | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) (limited to 'test/test-geoData.cpp') diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp index b3a6ad4..80d3a08 100644 --- a/test/test-geoData.cpp +++ b/test/test-geoData.cpp @@ -256,14 +256,20 @@ BOOST_DATA_TEST_CASE(Deform, loadFixtureJson("geoData/deform/ TestRenderOutput tro {{640, 480}}; struct TestTerrain : public SceneProvider { - explicit TestTerrain(GeoData geoData) : terrain(std::move(geoData)) { } + explicit TestTerrain(GeoData geoData) : terrain(std::make_shared(std::move(geoData))) { } - const Terrain terrain; + std::shared_ptr terrain; + + void + forEachRenderable(const RenderableProcessor & func) const override + { + func(terrain.get()); + } void content(const SceneShader & shader, const Frustum & frustum) const override { - terrain.render(shader, frustum); + terrain->render(shader, frustum); } void @@ -281,7 +287,7 @@ BOOST_DATA_TEST_CASE(Deform, loadFixtureJson("geoData/deform/ void shadows(const ShadowMapper & shadowMapper, const Frustum & frustum) const override { - terrain.shadows(shadowMapper, frustum); + terrain->shadows(shadowMapper, frustum); } }; -- cgit v1.3